Where a man just has a gun and his wits.
- The Adventures of Tintin
- Batman vs TMNT
- Sherlock
HuindilOPMA
1·25 days ago- +100cp - Start at the Beginning
- You begin every jump (that is not a direct sequel of a previous jump where you’re the same individual you were in the previous jump) at the birth of your alter-ego (or as a foundling for drop-ins) for that jump, your age roll in years before normal jump-start (minimum 11 years if age roll isn’t part of the jump). Your local powers mature as you grow as makes sense for the setting. As for your out of jump powers and skills… they’ll begin manifesting in your toddler years (1% per year until you hit puberty for a standard human, though for races that mature slower, it will be proportional… thus a race that takes 100 years to hit puberty instead of 10 years would mature 1/10th as fast). Once you hit puberty it’ll increase to 6% per year (or proportional time unit). Expect to be back to full strength around the time the jump would normally start though, so this might be slower or faster in some jumps. Your memories of your other selves start out as dreams as you age and become more and more real until they naturally just merge at the moment of jump-start. You have a form of slowly decreasing plot armor as you get closer to the start of things. The more helpless you are, the stronger it is. This applies to all your Companions who are imported into the jump with you, giving them +100CP to be spent however the import rules allow, or only on Perks if they would normally not gain CP. Unimported Companions do not gain this, and will join you as soon as your warehouse opens… at the start of the normal jump timeline. It cannot be Revoked or put on Hiatus if it is a Chain-Drawback and applies even to Gauntlets. Yes, this makes Monopoly sooo much worse. You’ll never know which Monopoly game is ‘The One that Will Set You Free!’ If possible, you must make age rolls. Power returns qualitatively/ geometrically, not in absolute terms.
- +100cp - Earlier Beginning
- So you decided not to wait for your memories to return? Now you’ll begin the jump at age 4 (adds at least 7 years to duration) with double the rate of power return above and all your memories fully intact. Your plot armor from SatB wears off far faster however, lasting no more than 2 years. Your Companions will join you by the time the jump normally starts and your warehouse opens. Requires SatB.
- +200cp - The Long Road
- Let’s be frank, the events of the movie won’t occupy you for ten years. You’ll spend a little time getting settled, you’ll have your team-up, and then the Turtles and Batman will go their separate ways. Unless you take this option. Now, your decade in Gotham will be filled with your typical comic book shenanigans. Expect to see more schemes, more action, and even more villains from Batman’s extensive rogue gallery. This will all culminate in a second joint operation between the Dark Knight and the Teenage Mutant Ninja Turtles. This time you’ll head to New York to quash a jokerized-Shredder and a rebuilt Foot Clan supported by any number of villains from the DC lineup. The fate of New York and possibly the world hangs in the balance, and one way or another, you’ll be participating in one final showdown.
- +200cp - Basically A Hostage
- Okay, so your stay in Gotham is off to a rough start. Soon after you arrive, you’re going to be captured by an enemy faction. If you’re a member of the Batfamily or one of the Turtles, you’ll be subdued by Shredder or the League of Assassins respectively. If you’re one of the Foot Clan or a Gotham Syndicate member, you’ll start in either the Turtles’ or Batman’s custody. Whatever great and terrible powers you have at your disposal, this faction will have methods of containing you. Escaping will be a matter of planning, observation, and enduring whatever your captors have in store for you. For factions aligned with the law, that may just mean solitary confinement, but other groups may have more… transformative ideas. Should you fail to escape your starting circumstances, rest assured that you will be rescued before Batman and the Turtles investigate Arkham Asylum. See the Notes section for details.
- +100cp - Start at the Beginning